Spielerando

Make a character blink at natural, uneven moments, repeatably

Blinking on a fixed timer looks like a machine, but calling a random number in the middle of the animation makes replays, saves and online play disagree. Here is how to get varied blinks, with now and then a double blink, that come out identical every time for the same character.

Why this works

Uneven timing looks alive, but a random draw made at the wrong moment changes what everyone else sees. Keeping each character's own seed and drawing only when a blink ends makes the schedule depend on nothing but that seed, so replays, saves and online players agree.

When not to use it

Skip it for characters whose eyes are drawn or lit by hand, for masks, helmets or creatures without lids, and for a close-up in a cutscene, where a hand-timed blink at the right line of dialogue beats any schedule.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 30 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make a character blink at natural, uneven moments, repeatably" (read_entry natural-blinking-with-the-same-result-every-run) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP